Ben Rigby's presentation for California Association of Hospitals and Health Systems (CAHHS)
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Ben Rigby's presentation for California Association of Hospitals and Health Systems (CAHHS)



California Association of Hospitals and Health Systems (CAHHS). PowerPoint presentation used by Ben Rigby for session on 2009.02.23

California Association of Hospitals and Health Systems (CAHHS). PowerPoint presentation used by Ben Rigby for session on 2009.02.23



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Ben Rigby's presentation for California Association of Hospitals and Health Systems (CAHHS) Ben Rigby's presentation for California Association of Hospitals and Health Systems (CAHHS) Presentation Transcript

  • Ben Rigby, Founder & Technical Director, Mobilizing Generation 2.0
  • 1972 Hello World 1981 4 th Grade 1986-90 High School 1981-83 through 6 th Grade
  • 1991 – 95 Stanford 1995-7 The Main Quad 1997-2003 Akimbo Design 1997 DFILM
  • 2004 – today: Mobile Voter 2007 Book: Mobilizing Generation 2.0 2004-06: Youth Voter Registration by SMS 2008: The Extraordinaries
  • How are organizations using Web 2.0 to engage youth?
  • First, what is Web 2.0?
  • It’s us. Massively connected to one another by the Internet.
  • Blogs Social Networks Web Photo & Video Wikis Maps Virtual Worlds Games Mobile Phones
  • SO, how are organizations using these tools engage youth?
  • Tendencies Jump In Blind (do everything) Do Nothing Do It 1.0
  • A better way. Step 1: Learn your tools.
  • Blogs
    • Tell your story
    • Offer participation in a community
    • Report alternative news
    • Harness super supporters
    • Create a sounding board
    • Frame & promote your story
  • Blogs Reporting Alternative News
  • Social Networks
    • Recruit supporters
    • Promote your story
    • Raise money
    • Build a new network to engage an existing community
  • Social Networks Recruiting Supporters
  • Web Photo & Video
    • Scrutinize opponents
    • Respond to news
    • Report news
    • Energize & focus supporters
    • Mobilize supporters
    • Have a conversation
  • Web Photo & Video BAD !
  • Web Photo & Video GOOD !
  • Web Photo & Video What’s on TV?
  • Wikis
    • Capture enthusiasm
    • Create a community resource
    • Conduct advocacy
    • Extend organizational capabilities
    • Enhance an existing service
  • Wikis
  • Maps
    • Direct to community services
    • Visualize hard-to-decipher data
    • Tell your story
    • Recruit supporters
    • Focus collective action
    • Connect people
  • Maps Crisis in Darfur Holocaust Museum
  • Virtual Worlds
    • Outreach & giveaways
    • Earn media recognition…
    • Connect offline groups
    • Organize meetups
    • Sell virtual objects
    • Pledge drives
    • Educate experientially
  • Virtual Worlds Meetup at Nonprofit Commons
  • Games
    • Alternate Reality Games (ARGs)
    • Casual games
    • Games that generate data as a byproduct of playing
  • Games "Akoha combines online games, social networking and real-world activity to help make the world a better place. Akoha players carry out acts of kindness - known as "missions" - to collect points recruit new players and, as important, spread acts of kindness. The Montreal-based company was founded in 2007 by long-time friends and entrepreneurs Austin Hill and Alex Eberts, who believe that games and online communities could make make a positive impact on people around the world."
  • Mobile Phones
    • Recruit supporters
    • Conduct petitions
    • Conduct on-demand advocacy
    • Coordinate protesters
    • Mobilize
    • Fundraise
    • Do citizen journalism
    • On-demand volunteerism
  • Mobile Phones Mobilizing Supporters
  • Mobile Phones On-demand Volunteerism
  • Trends Leading to Success
    • Understand how your community uses its technologies
    • Dedicate resources
    • Focus on getting *people* together
    • Embrace the Web 2.0 ethos
  • Hospitals, Volunteering, & The Web? Brainstorm: 3-Way calling, translation, recruitment for ground positions, call banking, support calls, reminders, follow up surveys, focus grouping, data cleaning, web site tech support, health advocacy/prevention, elderly calls, webcam visits, outbreak reporting, emergency response comm team, blogging, research on patient’s behalf… ????
  • On-Demand Volunteerism
  • Busy people rarely volunteer. 74% of citizens don’t do it. “ Lack of time” is main reason. Source: 2008 U.S. Bureau of Labor Statistics survey
  • But we DO have time… A few minutes here, a few there: Bus is late. Post office line is eternal. Dentist hasn’t called me yet. Friend is late to dinner. Dad is going off on the phone. Work is so boring.
  • Most of us won’t give a Saturday. But we’d give a few minutes of our spare time.
  • The Extraordinaries is designed to create real social good from these moments of spare time. It’s a mobile phone application that allows people to volunteer on-the-spot and on-demand.
  • How it works Select an opportunity Learn about it. Take action.
  • What you can do
    • Translate a nonprofit’s Website into a foreign language
    • Identify craters on the surface of Mars with NASA’s Clickworker program
    • Record the GPS location of potholes and city infrastructure issues for municipalities
    • Confirm addresses for a nonprofit’s membership list
    • Identify birds for the Cornell Lab of Ornithology
    • Tag images for the Smithsonian
    • Digitize old books from university libraries (ReCaptcha)
    • Review congressional bills for hidden pork
    • Fact check for reporters
  • It’s crowdsourcing for social good Each task is infinitely repeatable and incredibly valuable.
  • It’s volunteerism crafted for the mobile generation. But that serves as a feeder to traditional longer-term volunteer engagements. It’s the hook.
  • Appendix: Mobile Phones & Mobile Phone Gaming 60m iPhone apps sold in first 2 months that they were available. Being downloaded at a rate of 2m/day. 31m mobile phone gamers in the U.S. Average time spent playing mobile games: 4.6hrs/week. Over 80% of the U.S. population owns a mobile phone. 4 billion mobile subscribers worldwide. Game mechanics drive loyalty and engagement.
  • Appendix: Volunteerism 74% of Americans did not volunteer in 2007. 15% of those who did, performed tasks related to their occupational skills. 46% of non-volunteers cited “lack of time” as the main reason for not volunteering. ??